I'm trying to come up with classes to be used as Noble and/or "generic Adventurer"; I though of the basic (they already feel a bit over-powered), but I can't think of any class features/abilities to give them. (nor can I think about names)

The (X):

The (X)
Alignment: Any.

Hit Die: d8.

Class Skills

The (X) can choose any 22 skills + Craft (Int), Perform (Cha) and Profession (Wis) to be class skills.

Weapon and Armor Proficiency: A (X) is proficient with all simple weapons, all martial weapons and an exotic weapon of her chosing and with light armor, medium armor, and shields (except tower shields).

The (W):

The (W)
Alignment: Any.

Hit Die: d10.

Class Skills

The (W) can choose any 20 skills + Craft (Int), Perform (Cha) and Profession (Wis) to be class skills.

If you can find one, let me know. I've hunted like mad. As it is, I have the hard cover core book and the PDF, which thankfully is the sort I can cut and paste from. Most of the Conan stuff pulls rules from the SRD, till you get to their magic system and classes.

The noble in Conan d20 was pretty cool. I like how they flavoured it by having a class ability influenced by the region you came from. It meant that a Stygian noble was different from an Aquilonian noble.

The noble in Conan d20 was pretty cool. I like how they flavoured it by having a class ability influenced by the region you came from. It meant that a Stygian noble was different from an Aquilonian noble.

The noble in Conan d20 was pretty cool. I like how they flavoured it by having a class ability influenced by the region you came from. It meant that a Stygian noble was different from an Aquilonian noble.

Yep, the d20 Conan: Atlantean Edition. It was a core class for that system.

I also liked the scholar class which was essentially the default class for priests and sorcerers although you could take extra skill points and feats instead of the magic abilities. The magic system was completely different from D&D/PF but I felt really fit the setting.

Been a while since I've looked at the book but from what I can recall as you levelled up in the Scholar class you gained access to new schools of magic and their associated basic spell. As you levelled you gained access to more schools and also to advanced spells. Rather than spell slots the spells used spell points which you only had a limited number of but could gain more through sacrifice or rituals or meditation (pretty sure, it has been a while).

The spells didn't contain a lot of flashy spells since there weren't a lot of flashy spells in the Hyborian age. You still had necromantic spells and nature magic spells and I think certain spells had a chance of running wild.

I also liked that there were two ways to learn the summoning school. Straight away via a pact with a demon which was also a source of spell knowledge or as a master of words and signs from 12th level onwards (might be 15th) which is basically you mastering the demons rather than making pacts with them.

All magic, if I remember right, has a chance to get out of control and I believe a good bit of it(if not all of it) has a chance to corrupt you. You basically had a magic attack rating as well. I use some of the magic from it as hexes for witches.

As for the class, I'll see if I have time to post it tomorrow (taking my daughter to the aquarium & biopark, so will be tired when I get home). Looks like it has the OGL stamp on it, so I'll go through it and probably place it (the noble class with less bloated text) on google docs.

*shameless plug* Take a look at our Adventurer class. We tried something very similar. Or downloaded the beta test, it's got most of the final product in there.
We went with "a luck bonus/pool" for ours to fill in levels. But we did more of a "guild" adventurer. */end plug*

We gave them a bonus feat every 4 levels and a teamwork feat every 4 levels. Alternating.

Maybe give them knowledge bonus, such as bardic knowledge at a certian level to exlpain experiance in life.
Possibly something that gives them a bonus to a specialty skill that they focus on.

Here's the barebones version of the Conan d20 noble class. There are a couple talents that reference feats in Conan that don't exist in PF. I'd replace them, frankly. Additional notes: The special regional features for Nobles was written on the idea that humans all had different stats. Only race you could play was human, so why not? I collected the data, and basically "averaged" a formula for it and placed some examples in lieu of the original material (which would NOT make sense out of context)

Weapon and Armor Proficiency: A (X) is proficient with all simple weapons, all martial weapons and an exotic weapon of his chosing and with light armor, medium armor, and shields (except tower shields).

Noble Training: As a part of his growth at 1st level, an (X) must decide which two saves will be his good saves, and which one will be his bad save. Once these saves are selected they may not be changed. These saves will progress per level according to the (X) Table.

The W, Take 2:

The (W)
Alignment: Any.

Hit Die: d10.

Class Skills

The (W) can choose any 20 skills + Craft (Int), Perform (Cha) and Profession (Wis) to be class skills.

Weapon and Armor Proficiency: The (w) is proficient in the use of all simple weapons, all martial weapons and an exotic weapon of her chosing and with all types of armor and shields.

Noble Training: As a part of her growth at 1st level, an (W) must decide which two saves will be her good saves, and which one will be her bad save. Once these saves are selected they may not be changed. These saves will progress per level according to the (W) Table.

The Y:

The (Y)
Alignment: Any.

Hit Die: d8.

Class Skills

The (Y) can choose any 12 skills + Craft (Int), Perform (Cha) + Profession (Wis) and bonus skills from her Mystery to be class skills.

Weapon and Armor Proficiency: A (Y) is proficient with all simple weapons, all martial weapons and an exotic weapon of her chosing and with light armor, medium armor, and shields (except tower shields).

Noble Training: As a part of her growth at 1st level, an (Y) must decide which two saves will be her good saves, and which one will be her bad save. Once these saves are selected they may not be changed. These saves will progress per level according to the (Y) Table.

You know, the first time and subsequent times I commented on this post I do not believe I had a clue about what you were trying to do (as in, I totally misunderstood your intent). For some reason, I did not catch on to your variables reference.

To make sure I'm on the same page as you, please correct this if I'm wrong:

You're attempting to design a skeleton class with - in essence - an assortment of customizable "plug N play" abilities.

Does that about sum it up?

If so, there is an Adventurer Class in the BESM d20 (Big Eyes Small Mouth) sourcebook and all of the material in the book is extremely customizable. I don't like it, but my wife does.

You know, the first time and subsequent times I commented on this post I do not believe I had a clue about what you were trying to do (as in, I totally misunderstood your intent). For some reason, I did not catch on to your variables reference.

To make sure I'm on the same page as you, please correct this if I'm wrong:

You're attempting to design a skeleton class with - in essence - an assortment of customizable "plug N play" abilities.

Does that about sum it up?

If so, there is an Adventurer Class in the BESM d20 (Big Eyes Small Mouth) sourcebook and all of the material in the book is extremely customizable. I don't like it, but my wife does.

Partly, I want a Variable/customizable skill list and Saves, but other class features to be somewhat fixed.

Weapon and Armor Proficiency: Thieves are proficient with all simple weapons, plus a choice of 5 Martial Weapons and an Exotic Weapon. They are proficient with light armor, but not with shields.

Thief Training: As a part of her growth at 1st level, a Thief get Reflex as a good save and must decide which save will be her other good save, and which one will be her bad save. Once these saves are selected they may not be changed. These saves will progress per level according to the Thief Table.

Trapfinding: A thief adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A thief can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a thief can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the thief is wearing light armor or no armor. A helpless thief does not gain the benefit of evasion.

Rogue Talents: As a thief gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a thief gains one rogue talent. She gains an additional rogue talent for every 2 levels of thief attained after 2nd level. A thief cannot select an individual talent more than once.

Measure the Mark (Ex): When a thief makes a Sleight of Hand check to take something from a creature, the target makes its Perception check before the thief makes her Sleight of Hand check, and the thief knows the Perception check result. She can decide whether or not to make the check based on the results of the target’s Perception check. If the thief elects not to make the check, she can make a Bluff check, opposed by the target’s Sense Motive, to prevent the target from noticing the attempt.

Trap Sense (Ex): At 3rd level, a thief gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the thief reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Careful Disarm (Ex): At 3rd level, whenever a thief attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.

Uncanny Dodge (Ex): Starting at 4th level, a thief can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A thief with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a thief already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Distraction (Ex): At 7th level, whenever a thief is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection. This only functions if the creature cannot see the thief. This ability can only be used once during a given Stealth attempt. If the same creature detects the thief’s presence again, the ability has no effect.

Improved Uncanny Dodge (Ex): A thief of 8th level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents: At 10th level, and every two levels thereafter, a thief can choose one of the following advanced talents in place of a rogue talent.